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		<h1>[name]</h1>

		<p class="desc">
			Use an array of [page:Bone bones] to create a skeleton that can be used by
			a [page:SkinnedMesh].
		</p>

		<h2>Code Example</h2>
		<code>
		// Create a simple "arm"

		const bones = [];

		const shoulder = new THREE.Bone();
		const elbow = new THREE.Bone();
		const hand = new THREE.Bone();

		shoulder.add( elbow );
		elbow.add( hand );

		bones.push( shoulder );
		bones.push( elbow );
		bones.push( hand );

		shoulder.position.y = -5;
		elbow.position.y = 0;
		hand.position.y = 5;

		const armSkeleton = new THREE.Skeleton( bones );
		</code>

		<p>
			See the [page:SkinnedMesh] page for an example of usage with standard
			[page:BufferGeometry].
		</p>

		<h2>Constructor</h2>

		<h3>[name]( [param:Array bones], [param:Array boneInverses] )</h3>
		<p>
			[page:Array bones] - The array of [page:Bone bones]. Default is an empty
			array.<br />
			[page:Array boneInverses] - (optional) An array of [page:Matrix4 Matrix4s].<br /><br />

			Creates a new [name].
		</p>

		<h2>Properties</h2>

		<h3>[property:Array bones]</h3>
		<p>
			The array of [page:bone bones]. Note this is a copy of the original array,
			not a reference, so you can modify the original array without effecting
			this one.
		</p>

		<h3>[property:Array boneInverses]</h3>
		<p>
			An array of [page:Matrix4 Matrix4s] that represent the inverse of the
			[page:Matrix4 matrixWorld] of the individual bones.
		</p>

		<h3>[property:Float32Array boneMatrices]</h3>
		<p>The array buffer holding the bone data when using a vertex texture.</p>

		<h3>[property:DataTexture boneTexture]</h3>
		<p>
			The [page:DataTexture] holding the bone data when using a vertex texture.
		</p>

		<h2>Methods</h2>

		<h3>[method:Skeleton clone]()</h3>
		<p>Returns a clone of this Skeleton object.</p>

		<h3>[method:undefined calculateInverses]()</h3>
		<p>
			Generates the [page:.boneInverses boneInverses] array if not provided in
			the constructor.
		</p>

		<h3>[method:this computeBoneTexture]()</h3>
		<p>
			Computes an instance of [page:DataTexture] in order to pass the bone data
			more efficiently to the shader. The texture is assigned to
			[page:.boneTexture boneTexture].
		</p>

		<h3>[method:undefined pose]()</h3>
		<p>Returns the skeleton to the base pose.</p>

		<h3>[method:undefined update]()</h3>
		<p>
			Updates the [page:Float32Array boneMatrices] and [page:DataTexture boneTexture] 
			after changing the bones. This is called automatically by the
			[page:WebGLRenderer] if the skeleton is used with a [page:SkinnedMesh].
		</p>

		<h3>[method:Bone getBoneByName]( [param:String name] )</h3>
		<p>
			name -- String to match to the Bone's .name property. <br /><br />

			Searches through the skeleton's bone array and returns the first with a
			matching name.<br />
		</p>

		<h3>[method:undefined dispose]()</h3>
		<p>
			Frees the GPU-related resources allocated by this instance. Call this
			method whenever this instance is no longer used in your app.
		</p>

		<h2>Source</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
		</p>
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